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Changing Armor values?


BAIT1Czer1

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So as the title says, I want to change the values for Kevlar to be viable endgame, on the same level as powered armor, as I already dislike the visuals for plated and powered, I want to mod Kevlar to have the same bonuses as powered, IE the extra health and armor value. I've looked into the INI's as much as I can and I'm currently at a loss.

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Short answer: through INI, only minimal armor edits are possible. Through code, yes, this can be done.

 

Having looked into a similar issue yesterday, I can pretty confidently say that it's not possible to INI-edit equipment parameters that don't already exist in the INIs. The values that are trivially modifiable are all in DefaultGameCore.ini, around line 1600, under the section XComGame.X2Ability_ItemGrantedAbilitySet. Specifically, you're looking for this bit:

 

MEDIUM_PLATED_HEALTH_BONUS=4

HEAVY_PLATED_HEALTH_BONUS=5
HEAVY_PLATED_MITIGATION_CHANCE=100
HEAVY_PLATED_MITIGATION_AMOUNT=1
LIGHT_PLATED_HEALTH_BONUS=4
LIGHT_PLATED_MOBILITY_BONUS=1
LIGHT_PLATED_DODGE_BONUS=20
MEDIUM_POWERED_HEALTH_BONUS=6
MEDIUM_POWERED_MITIGATION_AMOUNT=1
MEDIUM_POWERED_MOBILITY_BONUS=1
MEDIUM_POWERED_MITIGATION_CHANCE=100
HEAVY_POWERED_HEALTH_BONUS=6
HEAVY_POWERED_MITIGATION_AMOUNT=2
HEAVY_POWERED_MITIGATION_CHANCE=100
LIGHT_POWERED_HEALTH_BONUS=6
LIGHT_POWERED_MOBILITY_BONUS=4
LIGHT_POWERED_DODGE_BONUS=25

 

Health, Dodge, and Mobility should all be self-explanatory -- Mitigation is the armor value. Per the internal nomenclature, "Plated" here refers to 2nd tier (Predator, Spider, EXO), and "Powered" refers to top tier (Warden, Wraith, WAR). "Medium" are the normal armors, "Heavy" are the big suits, and "Light" are the mobility enhancers. Medium_Plated is therefore Predator armor, Light_Powered is Wraith, etc.

 

As I said, the values listed there are all modifiable directly from the INI, and will be reflected in game. However, adding extra lines doesn't do anything, since the code isn't expecting to read those values. That is, adding MEDIUM_PLATED_MOBILITY_BONUS=7 will not give extra move range to Predator Armor. Note: I know I modified this section while looking into the same issue. The quote above might have a couple of extra lines still in there that I forgot to remove. Check an unmodified file for the authoritative set.

 

That said, if you want to get your hands modded, the section header references one of the two appropriate class files (X2Ability_ItemGrantedAbilitySet). Modifying one of the item initializer functions there would allow you to add missing elements to the armors (eg, give the extra utility item slot to the Heavy and Light variants, since they're missing that). In your case, though, since Kevlar has no stats whatsoever, you'll need to add a template for it first. You can either create a new one, following the model for the existing ones, or if you literally want to use the same stat values as Warden armor, you can just use the MediumPoweredArmorStats template. Once you have a template, you can assign it in X2Item_DefaultArmors -- I think you'd just need to copy the Template.Abilities.AddItem and Template.SetUIStatMarkup lines from the CreateMediumPoweredArmor() function to the appropriate sections of CreateKevlarArmor()

Edited by Virtia
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